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Add .editorconfig and apply formatting

This commit is contained in:
2023-08-27 15:20:26 +01:00
parent d1f0b9fd91
commit 696955463f
32 changed files with 7217 additions and 7194 deletions

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@ -1,99 +1,98 @@
using System.Runtime.InteropServices;
namespace Raylib_cs
namespace Raylib_cs;
/// <summary>
/// Vertex data definning a mesh<br/>
/// NOTE: Data stored in CPU memory (and GPU)
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe partial struct Mesh
{
/// <summary>
/// Vertex data definning a mesh<br/>
/// NOTE: Data stored in CPU memory (and GPU)
/// Number of vertices stored in arrays
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe partial struct Mesh
{
/// <summary>
/// Number of vertices stored in arrays
/// </summary>
public int VertexCount;
public int VertexCount;
/// <summary>
/// Number of triangles stored (indexed or not)
/// </summary>
public int TriangleCount;
/// <summary>
/// Number of triangles stored (indexed or not)
/// </summary>
public int TriangleCount;
#region Default vertex data
#region Default vertex data
/// <summary>
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
/// </summary>
public float* Vertices;
/// <summary>
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
/// </summary>
public float* Vertices;
/// <summary>
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
/// </summary>
public float* TexCoords;
/// <summary>
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
/// </summary>
public float* TexCoords;
/// <summary>
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
/// </summary>
public float* TexCoords2;
/// <summary>
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
/// </summary>
public float* TexCoords2;
/// <summary>
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
/// </summary>
public float* Normals;
/// <summary>
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
/// </summary>
public float* Normals;
/// <summary>
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
/// </summary>
public float* Tangents;
/// <summary>
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
/// </summary>
public float* Tangents;
/// <summary>
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
/// </summary>
public byte* Colors;
/// <summary>
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
/// </summary>
public byte* Colors;
/// <summary>
/// Vertex indices (in case vertex data comes indexed)
/// </summary>
public ushort* Indices;
/// <summary>
/// Vertex indices (in case vertex data comes indexed)
/// </summary>
public ushort* Indices;
#endregion
#endregion
#region Animation vertex data
#region Animation vertex data
/// <summary>
/// Animated vertex positions (after bones transformations)
/// </summary>
public float* AnimVertices;
/// <summary>
/// Animated vertex positions (after bones transformations)
/// </summary>
public float* AnimVertices;
/// <summary>
/// Animated normals (after bones transformations)
/// </summary>
public float* AnimNormals;
/// <summary>
/// Animated normals (after bones transformations)
/// </summary>
public float* AnimNormals;
/// <summary>
/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
/// </summary>
public byte* BoneIds;
/// <summary>
/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
/// </summary>
public byte* BoneIds;
/// <summary>
/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
/// </summary>
public float* BoneWeights;
/// <summary>
/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
/// </summary>
public float* BoneWeights;
#endregion
#endregion
#region OpenGL identifiers
#region OpenGL identifiers
/// <summary>
/// OpenGL Vertex Array Object id
/// </summary>
public uint VaoId;
/// <summary>
/// OpenGL Vertex Array Object id
/// </summary>
public uint VaoId;
/// <summary>
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
/// </summary>
public uint* VboId;
/// <summary>
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
/// </summary>
public uint* VboId;
#endregion
}
#endregion
}